- gate_rotate_angles( gate, player->angles, player->angles );
- m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
- m3x3_mulv( gate->transport, player->cam_velocity_smooth,
- player->cam_velocity_smooth );
+ m4x3_mulv( hit->gate->transport, player->tpv_lpf, player->tpv_lpf );
+ m3x3_mulv( hit->gate->transport, player->cam_velocity_smooth,
+ player->cam_velocity_smooth );
+
+ m3x3_copy( player->basis, player->basis_gate );
+
+ v4f q;
+ m3x3_q( hit->gate->transport, q );
+ q_mul( q, player->qbasis, player->qbasis );
+ q_normalize( player->qbasis );
+ q_m3x3( player->qbasis, player->basis );
+ m3x3_transpose( player->basis, player->invbasis );
+
+ if( hit->nonlocal )
+ world_global.active_world = hit->nonlocal->target_map_index;